Total War: WARHAMMER III

Total War: WARHAMMER III

Cost-based Army Caps [EoM]
HungryBat 15 Aug, 2022 @ 7:38pm
My rather advanced mod request (I'm not sure if this is possible but it would be extremely cool)
Do you think its possible to create another variant of this mod where you instead use unit tiers?
A general at level 1 can have 20 units of tier 1
per level he gets +1 increase to the amount of tier 2 units he can have in his army
per 2 levels he gets +1 increase to the amount of tier 3 units he can have in his army

I'm a little experienced with modding so if I can help I would be glad to help

I'm not sure if this is clear, so I'm posting an image link to clarify what I'm trying to say:
https://imgur.com/a/RjQ0xpa
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Showing 1-15 of 17 comments
HungryBat 15 Aug, 2022 @ 7:40pm 
I'm not sure if its possible to hardcap the general from recruiting beyond his limit, as that would be perfect as then the players doesn't need to check to make sure if he's not going over the limit
HungryBat 15 Aug, 2022 @ 7:47pm 
And yeah, maybe the hero limit in an army is set to 2, I thought that was a great design, but perhaps increasing the hero limit by 1 per 5 levels could also be cool.
Meaning that level 1 generals cannot have a hero in their army until they reach level 5
HungryBat 15 Aug, 2022 @ 7:50pm 
oh and if you happen to have any questions such as "demon factions don't have a lot of tier 1 units" the coming DLC's will add a ton of extra tier 1 units to most demon factions effectively solving that issue which only makes me more excited about this mod idea
Wolfy  [developer] 15 Aug, 2022 @ 11:33pm 
Hi Nothing,

There is a lot to unpack here so let me go point by point.

I think the main request is out of scope for a cost-based cap. I recommend you checking Tabletop Caps by Drunk Flamingo, which is closer to what you are looking for. I like my limits to be strictly related to cost because they are both closer to multiplier and let me more room for customization.

Regarding limits, I think blocking recruitment is a bad take and there are some situations where it is viable going over the limit. You can also be over it via multiple other methods that does not require recruitment anyway.

Finally, about hero limit, I do not see a need for that. IMO you should never need more than two heroes in an army. Unlocking one every 5 levels means being able to have 10 for a max leveled lord, which feeld kinda stupid imo. Anyway, you can always use MCT to increase the limit to something that fits your style better. Additionally, low level generals being unable to have heroes in the amry is also kinda pointless, as most campaigns give you a free hero on turn 2.
HungryBat 16 Aug, 2022 @ 3:39am 
Yeah i agree, those values are just a little experimentation, the main point i wanted to focus on was army cap expansion by levels focussed on unit tiers instead of costs, as the unit costs can be a pain to keep track of
Wolfy  [developer] 16 Aug, 2022 @ 4:00am 
You have the tooltexts to keep track. You can see current cost/projected costs after recruitment and individual cost for each unit.
Wolfy  [developer] 16 Aug, 2022 @ 6:20am 
Again, have you tried Drunk Flamingo's TTC? It is close enough.
HungryBat 16 Aug, 2022 @ 6:25am 
oh yes, but I don't think he uses level scaling, and his elite caps are fixed, which is something I find important to change, if he doesn't want to make them mod I'll probably try to mix both mods
I made a little PNG of my mod plan: https://imgur.com/a/fVWzBX5
I'll probably rip TTC's elite point system, hide the icons and replace the ingame elite point codes with the respective ingame unit tiers, and then incorporate them with general level scaling
but if you find a way that'd be brilliant
Wolfy  [developer] 16 Aug, 2022 @ 7:16am 
It is nor thay I find it impossible, it is that it basically requires creating a new mod from scratch. If you feel like doing so, that's up fo you.
HungryBat 16 Aug, 2022 @ 7:59am 
Yeah I agree, I was hoping maybe someone could or wanted to help, but as is common with modding, someone else's design always feel useless or like a bad addition
perhaps there is a middle ground where only building the engine is sufficient, and just like with your mod, customising the scaling and values with an ingame menu might enable everyone to personalise them to their own heart's content
HungryBat 16 Aug, 2022 @ 8:59am 
Originally posted by Wolfy:
It is nor thay I find it impossible, it is that it basically requires creating a new mod from scratch. If you feel like doing so, that's up fo you.
Alright, I'm sorry for bothering you this long, but I've finally found something more realistic
do you think you can add the option of increasing the unit rarity gems per general level on TTC as a submod? yeah I know I'm probably asking for a lot here, but I was only curious because you understand this type of modding a lot better, and you seem to be extremely good at it.
Wolfy  [developer] 16 Aug, 2022 @ 9:01am 
Go to Da Modding Den and ask for help there. There are a lot of guides/tutorials and people willing to help.

My time is quite limited atm and there are some things I want to fix before IE is out.
HungryBat 16 Aug, 2022 @ 9:03am 
yeah no problem, but thanks for your time! I'll see what I can do
HungryBat 16 Aug, 2022 @ 12:08pm 
okay I'm humbled, I was convinced there was a way that I could somehow make a passive trait that scaled per legendary lord level.
but I haven't found any trait that increases in rank based on your lord's level, do you happen to know any way of making a trait that increases in rank based on the lord's level?
Wolfy  [developer] 16 Aug, 2022 @ 12:15pm 
Just do it all via script. You need no database for that
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